721 lines
20 KiB
C
721 lines
20 KiB
C
/*
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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#ifdef HAVE_CONFIG_H
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#include <conf.h>
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#endif
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#include <stdarg.h>
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#include <stdio.h>
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#include <string.h>
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#include "fix.h"
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#include "vecmat.h"
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#include "gr.h"
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#include "3d.h"
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#include "mono.h"
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#include "error.h"
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#include "inferno.h"
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#include "object.h"
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#include "game.h"
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#include "key.h"
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#include "fireball.h"
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#include "powerup.h"
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#include "gauges.h"
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#include "sounds.h"
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#include "player.h"
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#include "wall.h"
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#include "text.h"
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#include "weapon.h"
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#include "laser.h"
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#include "scores.h"
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#include "multi.h"
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#include "lighting.h"
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#include "controls.h"
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#include "kconfig.h"
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#include "newdemo.h"
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#include "ai.h"
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#ifdef EDITOR
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#include "gr.h" // for powerup outline drawing
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#include "editor/editor.h"
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#endif
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int N_powerup_types = 0;
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powerup_type_info Powerup_info[MAX_POWERUP_TYPES];
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//process this powerup for this frame
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void do_powerup_frame(object *obj)
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{
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fix fudge;
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vclip_info *vci = &obj->rtype.vclip_info;
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vclip *vc = &Vclip[vci->vclip_num];
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fudge = (FrameTime * ((obj-Objects)&3)) >> 4;
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vci->frametime -= FrameTime+fudge;
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while (vci->frametime < 0 ) {
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vci->frametime += vc->frame_time;
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if ((obj-Objects)&1)
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vci->framenum--;
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else
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vci->framenum++;
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if (vci->framenum >= vc->num_frames)
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vci->framenum=0;
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if (vci->framenum < 0)
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vci->framenum = vc->num_frames-1;
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}
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if (obj->lifeleft <= 0) {
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object_create_explosion(obj->segnum, &obj->pos, F1_0*7/2, VCLIP_POWERUP_DISAPPEARANCE );
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if ( Vclip[VCLIP_POWERUP_DISAPPEARANCE].sound_num > -1 )
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digi_link_sound_to_object( Vclip[VCLIP_POWERUP_DISAPPEARANCE].sound_num, obj-Objects, 0, F1_0);
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}
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}
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#ifdef EDITOR
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extern fix blob_vertices[];
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// blob_vertices has 3 vertices in it, 4th must be computed
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void draw_blob_outline(void)
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{
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fix v3x, v3y;
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v3x = blob_vertices[4] - blob_vertices[2] + blob_vertices[0];
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v3y = blob_vertices[5] - blob_vertices[3] + blob_vertices[1];
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gr_setcolor(BM_XRGB(63, 63, 63));
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mprintf((0, "[%7.3f %7.3f] [%7.3f %7.3f] [%7.3f %7.3f]\n", f2fl(blob_vertices[0]), f2fl(blob_vertices[1]), f2fl(blob_vertices[2]), f2fl(blob_vertices[3]), f2fl(blob_vertices[4]), f2fl(blob_vertices[5]) ));
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gr_line(blob_vertices[0], blob_vertices[1], blob_vertices[2], blob_vertices[3]);
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gr_line(blob_vertices[2], blob_vertices[3], blob_vertices[4], blob_vertices[5]);
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gr_line(blob_vertices[4], blob_vertices[5], v3x, v3y);
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gr_line(v3x, v3y, blob_vertices[0], blob_vertices[1]);
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}
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#endif
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void draw_powerup(object *obj)
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{
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#ifdef EDITOR
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blob_vertices[0] = 0x80000;
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#endif
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draw_object_blob(obj, Vclip[obj->rtype.vclip_info.vclip_num].frames[obj->rtype.vclip_info.framenum] );
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#ifdef EDITOR
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if ((Function_mode == FMODE_EDITOR) && (Cur_object_index == obj-Objects))
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if (blob_vertices[0] != 0x80000)
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draw_blob_outline();
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#endif
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}
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//void mprintf_powerup_info(void)
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//{
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// int i;
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//mprintf((0, "Powerup: %s\n", text));
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//for (i=0; i<5; i++) {
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// char has_text[12];
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//
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// if (Players[Player_num].primary_weapon_flags & (1 << i))
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// strcpy(has_text,"PRESENT");
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// else
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// strcpy(has_text,"NOPE ");
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// has_text[8] = 0;
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//
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// mprintf((0, "Weapon %i = %s, ammo = %6i, name = %s\n", i, has_text, Players[Player_num].primary_ammo[i], Primary_weapon_names[i]));
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//}
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//
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//for (i=0; i<5; i++) {
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// char has_text[12];
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//
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// if (Players[Player_num].secondary_weapon_flags & (1 << i))
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// strcpy(has_text,"PRESENT");
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// else
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// strcpy(has_text,"NOPE ");
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//
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// mprintf((0, "Weapon %i = %s, ammo = %6i, name = %s\n", i, has_text, Players[Player_num].secondary_ammo[i], Secondary_weapon_names[i]));
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//}
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//}
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void powerup_basic(int redadd, int greenadd, int blueadd, int score, char *format, ...)
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{
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char text[120];
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va_list args;
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va_start(args, format );
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vsprintf(text, format, args);
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va_end(args);
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PALETTE_FLASH_ADD(redadd,greenadd,blueadd);
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HUD_init_message(text);
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//mprintf_powerup_info();
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add_points_to_score(score);
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}
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//#ifndef RELEASE
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// Give the megawow powerup!
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void do_megawow_powerup(int quantity)
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{
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int i;
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powerup_basic(30, 0, 30, 1, "MEGA-WOWIE-ZOWIE!");
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Players[Player_num].primary_weapon_flags = 0xffff ^ HAS_FLAG(SUPER_LASER_INDEX); //no super laser
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Players[Player_num].secondary_weapon_flags = 0xffff;
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for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
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Players[Player_num].primary_ammo[i] = VULCAN_AMMO_MAX;
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for (i=0; i<3; i++)
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Players[Player_num].secondary_ammo[i] = quantity;
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for (i=3; i<MAX_SECONDARY_WEAPONS; i++)
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Players[Player_num].secondary_ammo[i] = quantity/5;
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if (Newdemo_state == ND_STATE_RECORDING)
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newdemo_record_laser_level(Players[Player_num].laser_level, MAX_LASER_LEVEL);
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Players[Player_num].energy = F1_0*200;
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Players[Player_num].shields = F1_0*200;
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Players[Player_num].flags |= PLAYER_FLAGS_QUAD_LASERS;
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Players[Player_num].laser_level = MAX_SUPER_LASER_LEVEL;
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if (Game_mode & GM_HOARD)
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Players[Player_num].secondary_ammo[PROXIMITY_INDEX] = 12;
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update_laser_weapon_info();
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}
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//#endif
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int pick_up_energy(void)
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{
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int used=0;
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if (Players[Player_num].energy < MAX_ENERGY) {
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fix boost;
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boost = 3*F1_0 + 3*F1_0*(NDL - Difficulty_level);
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if (Difficulty_level == 0)
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boost += boost/2;
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Players[Player_num].energy += boost;
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if (Players[Player_num].energy > MAX_ENERGY)
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Players[Player_num].energy = MAX_ENERGY;
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powerup_basic(15,15,7, ENERGY_SCORE, "%s %s %d",TXT_ENERGY,TXT_BOOSTED_TO,f2ir(Players[Player_num].energy));
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used=1;
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} else
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HUD_init_message(TXT_MAXED_OUT,TXT_ENERGY);
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return used;
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}
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int pick_up_vulcan_ammo(void)
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{
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int used=0,max;
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int pwsave = Primary_weapon; // Ugh, save selected primary weapon around the picking up of the ammo. I apologize for this code. Matthew A. Toschlog
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if (pick_up_ammo(CLASS_PRIMARY, VULCAN_INDEX, VULCAN_AMMO_AMOUNT)) {
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powerup_basic(7, 14, 21, VULCAN_AMMO_SCORE, "%s!", TXT_VULCAN_AMMO);
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used = 1;
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} else {
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max = Primary_ammo_max[VULCAN_INDEX];
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if (Players[Player_num].flags & PLAYER_FLAGS_AMMO_RACK)
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max *= 2;
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HUD_init_message("%s %d %s!",TXT_ALREADY_HAVE,f2i((unsigned) VULCAN_AMMO_SCALE * (unsigned) max),TXT_VULCAN_ROUNDS);
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used = 0;
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}
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Primary_weapon = pwsave;
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return used;
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}
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extern void invalidate_escort_goal(void);
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extern char GetKeyValue(char);
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extern void check_to_use_primary(int);
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extern void multi_send_got_flag (char);
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int Headlight_active_default=1; //is headlight on when picked up?
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extern int PlayerMessage;
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// returns true if powerup consumed
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int do_powerup(object *obj)
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{
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int used=0;
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int special_used=0; //for when hitting vulcan cannon gets vulcan ammo
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char temp_string[50];
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int id=obj->id;
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if ((Player_is_dead) || (ConsoleObject->type == OBJ_GHOST) || (Players[Player_num].shields < 0))
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return 0;
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if (obj->ctype.powerup_info.creation_time > GameTime) //gametime wrapped!
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obj->ctype.powerup_info.creation_time = 0; //allow player to pick up
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if ((obj->ctype.powerup_info.flags & PF_SPAT_BY_PLAYER) && obj->ctype.powerup_info.creation_time>0 && GameTime<obj->ctype.powerup_info.creation_time+i2f(2))
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return 0; //not enough time elapsed
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PlayerMessage=0; // Prevent messages from going to HUD if -PlayerMessages switch is set
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switch (obj->id) {
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case POW_EXTRA_LIFE:
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Players[Player_num].lives++;
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powerup_basic(15, 15, 15, 0, TXT_EXTRA_LIFE);
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used=1;
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break;
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case POW_ENERGY:
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used = pick_up_energy();
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break;
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case POW_SHIELD_BOOST:
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if (Players[Player_num].shields < MAX_SHIELDS) {
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fix boost = 3*F1_0 + 3*F1_0*(NDL - Difficulty_level);
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if (Difficulty_level == 0)
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boost += boost/2;
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Players[Player_num].shields += boost;
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if (Players[Player_num].shields > MAX_SHIELDS)
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Players[Player_num].shields = MAX_SHIELDS;
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powerup_basic(0, 0, 15, SHIELD_SCORE, "%s %s %d",TXT_SHIELD,TXT_BOOSTED_TO,f2ir(Players[Player_num].shields));
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used=1;
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} else
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HUD_init_message(TXT_MAXED_OUT,TXT_SHIELD);
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break;
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case POW_LASER:
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if (Players[Player_num].laser_level >= MAX_LASER_LEVEL) {
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//Players[Player_num].laser_level = MAX_LASER_LEVEL;
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HUD_init_message(TXT_MAXED_OUT,TXT_LASER);
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} else {
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if (Newdemo_state == ND_STATE_RECORDING)
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newdemo_record_laser_level(Players[Player_num].laser_level, Players[Player_num].laser_level + 1);
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Players[Player_num].laser_level++;
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powerup_basic(10, 0, 10, LASER_SCORE, "%s %s %d",TXT_LASER,TXT_BOOSTED_TO, Players[Player_num].laser_level+1);
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update_laser_weapon_info();
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pick_up_primary (LASER_INDEX);
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used=1;
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}
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if (!used && !(Game_mode & GM_MULTI) )
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used = pick_up_energy();
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break;
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case POW_MISSILE_1:
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used=pick_up_secondary(CONCUSSION_INDEX,1);
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break;
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case POW_MISSILE_4:
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used=pick_up_secondary(CONCUSSION_INDEX,4);
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break;
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case POW_KEY_BLUE:
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if (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY)
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break;
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#ifdef NETWORK
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multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
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#endif
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digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
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Players[Player_num].flags |= PLAYER_FLAGS_BLUE_KEY;
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powerup_basic(0, 0, 15, KEY_SCORE, "%s %s",TXT_BLUE,TXT_ACCESS_GRANTED);
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if (Game_mode & GM_MULTI)
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used=0;
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else
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used=1;
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invalidate_escort_goal();
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break;
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case POW_KEY_RED:
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if (Players[Player_num].flags & PLAYER_FLAGS_RED_KEY)
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break;
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#ifdef NETWORK
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multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
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#endif
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digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
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Players[Player_num].flags |= PLAYER_FLAGS_RED_KEY;
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powerup_basic(15, 0, 0, KEY_SCORE, "%s %s",TXT_RED,TXT_ACCESS_GRANTED);
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if (Game_mode & GM_MULTI)
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used=0;
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else
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used=1;
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invalidate_escort_goal();
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break;
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case POW_KEY_GOLD:
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if (Players[Player_num].flags & PLAYER_FLAGS_GOLD_KEY)
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break;
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#ifdef NETWORK
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multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
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#endif
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digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
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Players[Player_num].flags |= PLAYER_FLAGS_GOLD_KEY;
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powerup_basic(15, 15, 7, KEY_SCORE, "%s %s",TXT_YELLOW,TXT_ACCESS_GRANTED);
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if (Game_mode & GM_MULTI)
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used=0;
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else
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used=1;
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invalidate_escort_goal();
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break;
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case POW_QUAD_FIRE:
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if (!(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS)) {
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Players[Player_num].flags |= PLAYER_FLAGS_QUAD_LASERS;
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powerup_basic(15, 15, 7, QUAD_FIRE_SCORE, "%s!",TXT_QUAD_LASERS);
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update_laser_weapon_info();
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used=1;
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} else
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HUD_init_message("%s %s!",TXT_ALREADY_HAVE,TXT_QUAD_LASERS);
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if (!used && !(Game_mode & GM_MULTI) )
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used = pick_up_energy();
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break;
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case POW_VULCAN_WEAPON:
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case POW_GAUSS_WEAPON: {
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int ammo = obj->ctype.powerup_info.count;
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used = pick_up_primary((obj->id==POW_VULCAN_WEAPON)?VULCAN_INDEX:GAUSS_INDEX);
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//didn't get the weapon (because we already have it), but
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//maybe snag some of the ammo. if single-player, grab all the ammo
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//and remove the powerup. If multi-player take ammo in excess of
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//the amount in a powerup, and leave the rest.
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if (! used)
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if ((Game_mode & GM_MULTI) )
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ammo -= VULCAN_AMMO_AMOUNT; //don't let take all ammo
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if (ammo > 0) {
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int ammo_used;
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ammo_used = pick_up_ammo(CLASS_PRIMARY, VULCAN_INDEX, ammo);
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obj->ctype.powerup_info.count -= ammo_used;
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if (!used && ammo_used) {
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powerup_basic(7, 14, 21, VULCAN_AMMO_SCORE, "%s!", TXT_VULCAN_AMMO);
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special_used = 1;
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id = POW_VULCAN_AMMO; //set new id for making sound at end of this function
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if (obj->ctype.powerup_info.count == 0)
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used = 1; //say used if all ammo taken
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}
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}
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break;
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}
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case POW_SPREADFIRE_WEAPON:
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used = pick_up_primary(SPREADFIRE_INDEX);
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if (!used && !(Game_mode & GM_MULTI) )
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used = pick_up_energy();
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break;
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case POW_PLASMA_WEAPON:
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used = pick_up_primary(PLASMA_INDEX);
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if (!used && !(Game_mode & GM_MULTI) )
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used = pick_up_energy();
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break;
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case POW_FUSION_WEAPON:
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used = pick_up_primary(FUSION_INDEX);
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if (!used && !(Game_mode & GM_MULTI) )
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used = pick_up_energy();
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break;
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case POW_HELIX_WEAPON:
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used = pick_up_primary(HELIX_INDEX);
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if (!used && !(Game_mode & GM_MULTI) )
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used = pick_up_energy();
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break;
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case POW_PHOENIX_WEAPON:
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used = pick_up_primary(PHOENIX_INDEX);
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if (!used && !(Game_mode & GM_MULTI) )
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used = pick_up_energy();
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break;
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case POW_OMEGA_WEAPON:
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used = pick_up_primary(OMEGA_INDEX);
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if (used)
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Omega_charge = obj->ctype.powerup_info.count;
|
|
if (!used && !(Game_mode & GM_MULTI) )
|
|
used = pick_up_energy();
|
|
break;
|
|
|
|
case POW_PROXIMITY_WEAPON:
|
|
used=pick_up_secondary(PROXIMITY_INDEX,4);
|
|
break;
|
|
case POW_SMARTBOMB_WEAPON:
|
|
used=pick_up_secondary(SMART_INDEX,1);
|
|
break;
|
|
case POW_MEGA_WEAPON:
|
|
used=pick_up_secondary(MEGA_INDEX,1);
|
|
break;
|
|
case POW_SMISSILE1_1:
|
|
used=pick_up_secondary(SMISSILE1_INDEX,1);
|
|
break;
|
|
case POW_SMISSILE1_4:
|
|
used=pick_up_secondary(SMISSILE1_INDEX,4);
|
|
break;
|
|
case POW_GUIDED_MISSILE_1:
|
|
used=pick_up_secondary(GUIDED_INDEX,1);
|
|
break;
|
|
case POW_GUIDED_MISSILE_4:
|
|
used=pick_up_secondary(GUIDED_INDEX,4);
|
|
break;
|
|
case POW_SMART_MINE:
|
|
used=pick_up_secondary(SMART_MINE_INDEX,4);
|
|
break;
|
|
case POW_MERCURY_MISSILE_1:
|
|
used=pick_up_secondary(SMISSILE4_INDEX,1);
|
|
break;
|
|
case POW_MERCURY_MISSILE_4:
|
|
used=pick_up_secondary(SMISSILE4_INDEX,4);
|
|
break;
|
|
case POW_EARTHSHAKER_MISSILE:
|
|
used=pick_up_secondary(SMISSILE5_INDEX,1);
|
|
break;
|
|
case POW_VULCAN_AMMO:
|
|
used = pick_up_vulcan_ammo();
|
|
break;
|
|
case POW_HOMING_AMMO_1:
|
|
used=pick_up_secondary(HOMING_INDEX,1);
|
|
break;
|
|
case POW_HOMING_AMMO_4:
|
|
used=pick_up_secondary(HOMING_INDEX,4);
|
|
break;
|
|
case POW_CLOAK:
|
|
if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
|
|
HUD_init_message("%s %s!",TXT_ALREADY_ARE,TXT_CLOAKED);
|
|
break;
|
|
} else {
|
|
Players[Player_num].cloak_time = GameTime; // Not! changed by awareness events (like player fires laser).
|
|
Players[Player_num].flags |= PLAYER_FLAGS_CLOAKED;
|
|
ai_do_cloak_stuff();
|
|
#ifdef NETWORK
|
|
if (Game_mode & GM_MULTI)
|
|
multi_send_cloak();
|
|
#endif
|
|
powerup_basic(-10,-10,-10, CLOAK_SCORE, "%s!",TXT_CLOAKING_DEVICE);
|
|
used = 1;
|
|
break;
|
|
}
|
|
case POW_INVULNERABILITY:
|
|
if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
|
|
HUD_init_message("%s %s!",TXT_ALREADY_ARE,TXT_INVULNERABLE);
|
|
break;
|
|
} else {
|
|
Players[Player_num].invulnerable_time = GameTime;
|
|
Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
|
|
powerup_basic(7, 14, 21, INVULNERABILITY_SCORE, "%s!",TXT_INVULNERABILITY);
|
|
used = 1;
|
|
break;
|
|
}
|
|
#ifndef RELEASE
|
|
case POW_MEGAWOW:
|
|
do_megawow_powerup(50);
|
|
used = 1;
|
|
break;
|
|
#endif
|
|
|
|
case POW_FULL_MAP:
|
|
if (Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL) {
|
|
HUD_init_message("%s %s!",TXT_ALREADY_HAVE,"the FULL MAP");
|
|
if (!(Game_mode & GM_MULTI) )
|
|
used = pick_up_energy();
|
|
} else {
|
|
Players[Player_num].flags |= PLAYER_FLAGS_MAP_ALL;
|
|
powerup_basic(15, 0, 15, 0, "FULL MAP!");
|
|
used=1;
|
|
}
|
|
break;
|
|
|
|
case POW_CONVERTER:
|
|
if (Players[Player_num].flags & PLAYER_FLAGS_CONVERTER) {
|
|
HUD_init_message("%s %s!",TXT_ALREADY_HAVE,"the Converter");
|
|
if (!(Game_mode & GM_MULTI) )
|
|
used = pick_up_energy();
|
|
} else {
|
|
Players[Player_num].flags |= PLAYER_FLAGS_CONVERTER;
|
|
// DPH: anyone know what the hell this is supposed to do? it's always true =)
|
|
/* if ((GetKeyValue(54))<255)
|
|
{*/
|
|
sprintf (temp_string,"Energy->Shield converter! (Press %c to use)",key_to_ascii(GetKeyValue(54)));
|
|
powerup_basic(15, 0, 15, 0, temp_string);
|
|
/* }
|
|
else
|
|
powerup_basic(15, 0, 15, 0, "Energy -> shield converter!"); */
|
|
|
|
|
|
used=1;
|
|
}
|
|
break;
|
|
|
|
case POW_SUPER_LASER:
|
|
if (Players[Player_num].laser_level >= MAX_SUPER_LASER_LEVEL) {
|
|
Players[Player_num].laser_level = MAX_SUPER_LASER_LEVEL;
|
|
HUD_init_message("SUPER LASER MAXED OUT!");
|
|
} else {
|
|
int old_level=Players[Player_num].laser_level;
|
|
|
|
if (Players[Player_num].laser_level <= MAX_LASER_LEVEL)
|
|
Players[Player_num].laser_level = MAX_LASER_LEVEL;
|
|
Players[Player_num].laser_level++;
|
|
if (Newdemo_state == ND_STATE_RECORDING)
|
|
newdemo_record_laser_level(old_level, Players[Player_num].laser_level);
|
|
powerup_basic(10, 0, 10, LASER_SCORE, "Super Boost to Laser level %d",Players[Player_num].laser_level+1);
|
|
update_laser_weapon_info();
|
|
if (Primary_weapon!=LASER_INDEX)
|
|
check_to_use_primary (SUPER_LASER_INDEX);
|
|
used=1;
|
|
}
|
|
if (!used && !(Game_mode & GM_MULTI) )
|
|
used = pick_up_energy();
|
|
break;
|
|
|
|
case POW_AMMO_RACK:
|
|
if (Players[Player_num].flags & PLAYER_FLAGS_AMMO_RACK) {
|
|
HUD_init_message("%s %s!",TXT_ALREADY_HAVE,"the Ammo rack");
|
|
if (!(Game_mode & GM_MULTI) )
|
|
used = pick_up_energy();
|
|
}
|
|
else {
|
|
Players[Player_num].flags |= PLAYER_FLAGS_AMMO_RACK;
|
|
#ifdef NETWORK
|
|
multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
|
|
#endif
|
|
digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
|
|
powerup_basic(15, 0, 15, 0, "AMMO RACK!");
|
|
used=1;
|
|
}
|
|
break;
|
|
|
|
case POW_AFTERBURNER:
|
|
if (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER) {
|
|
HUD_init_message("%s %s!",TXT_ALREADY_HAVE,"the Afterburner");
|
|
if (!(Game_mode & GM_MULTI) )
|
|
used = pick_up_energy();
|
|
}
|
|
else {
|
|
Players[Player_num].flags |= PLAYER_FLAGS_AFTERBURNER;
|
|
#ifdef NETWORK
|
|
multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
|
|
#endif
|
|
digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
|
|
powerup_basic(15, 15, 15, 0, "AFTERBURNER!");
|
|
Afterburner_charge = f1_0;
|
|
used=1;
|
|
}
|
|
break;
|
|
|
|
case POW_HEADLIGHT:
|
|
if (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT) {
|
|
HUD_init_message("%s %s!",TXT_ALREADY_HAVE,"the Headlight boost");
|
|
if (!(Game_mode & GM_MULTI) )
|
|
used = pick_up_energy();
|
|
}
|
|
else {
|
|
char msg[100];
|
|
Players[Player_num].flags |= PLAYER_FLAGS_HEADLIGHT;
|
|
#ifdef NETWORK
|
|
multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
|
|
#endif
|
|
digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
|
|
sprintf(msg,"HEADLIGHT BOOST! (Headlight is %s)",Headlight_active_default?"ON":"OFF");
|
|
powerup_basic(15, 0, 15, 0, msg );
|
|
if (Headlight_active_default)
|
|
Players[Player_num].flags |= PLAYER_FLAGS_HEADLIGHT_ON;
|
|
used=1;
|
|
#ifdef NETWORK
|
|
if (Game_mode & GM_MULTI)
|
|
multi_send_flags (Player_num);
|
|
#endif
|
|
}
|
|
break;
|
|
|
|
#ifdef NETWORK
|
|
case POW_FLAG_BLUE:
|
|
if (Game_mode & GM_CAPTURE)
|
|
if (get_team(Player_num) == TEAM_RED) {
|
|
powerup_basic(15, 0, 15, 0, "BLUE FLAG!");
|
|
Players[Player_num].flags |= PLAYER_FLAGS_FLAG;
|
|
used=1;
|
|
multi_send_got_flag (Player_num);
|
|
}
|
|
break;
|
|
|
|
case POW_HOARD_ORB:
|
|
if (Game_mode & GM_HOARD)
|
|
if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]<12) {
|
|
powerup_basic(15, 0, 15, 0, "Orb!!!");
|
|
Players[Player_num].secondary_ammo[PROXIMITY_INDEX]++;
|
|
Players[Player_num].flags |= PLAYER_FLAGS_FLAG;
|
|
used=1;
|
|
multi_send_got_orb (Player_num);
|
|
}
|
|
break;
|
|
|
|
case POW_FLAG_RED:
|
|
if (Game_mode & GM_CAPTURE)
|
|
if (get_team(Player_num) == TEAM_BLUE) {
|
|
powerup_basic(15, 0, 15, 0, "RED FLAG!");
|
|
Players[Player_num].flags |= PLAYER_FLAGS_FLAG;
|
|
used=1;
|
|
multi_send_got_flag (Player_num);
|
|
}
|
|
break;
|
|
#endif
|
|
|
|
// case POW_HOARD_ORB:
|
|
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
//always say used, until physics problem (getting stuck on unused powerup)
|
|
//is solved. Note also the break statements above that are commented out
|
|
//!! used=1;
|
|
|
|
if ((used || special_used) && Powerup_info[id].hit_sound > -1 ) {
|
|
#ifdef NETWORK
|
|
if (Game_mode & GM_MULTI) // Added by Rob, take this out if it turns out to be not good for net games!
|
|
multi_send_play_sound(Powerup_info[id].hit_sound, F1_0);
|
|
#endif
|
|
digi_play_sample( Powerup_info[id].hit_sound, F1_0 );
|
|
detect_escort_goal_accomplished(obj-Objects);
|
|
}
|
|
|
|
PlayerMessage=1;
|
|
|
|
return used;
|
|
|
|
}
|
|
|
|
#ifndef FAST_FILE_IO
|
|
/*
|
|
* reads n powerup_type_info structs from a CFILE
|
|
*/
|
|
extern int powerup_type_info_read_n(powerup_type_info *pti, int n, CFILE *fp)
|
|
{
|
|
int i;
|
|
|
|
for (i = 0; i < n; i++) {
|
|
pti[i].vclip_num = cfile_read_int(fp);
|
|
pti[i].hit_sound = cfile_read_int(fp);
|
|
pti[i].size = cfile_read_fix(fp);
|
|
pti[i].light = cfile_read_fix(fp);
|
|
}
|
|
return i;
|
|
}
|
|
#endif
|